mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
somewhat fix airships
This commit is contained in:
parent
9c30d2018d
commit
d1f6e6bef6
@ -880,7 +880,7 @@ impl Body {
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Body::BirdLarge(_) => 50.0,
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Body::BirdMedium(_) => 40.0,
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Body::Dragon(_) => 60.0,
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Body::Ship(ship) if ship.can_fly() => 60.0,
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Body::Ship(ship) => ship.flying_height(),
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_ => 0.0,
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}
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}
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@ -110,6 +110,8 @@ impl Body {
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matches!(self, Body::DefaultAirship | Body::AirBalloon | Body::Volume)
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}
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pub fn flying_height(&self) -> f32 { if self.can_fly() { 60.0 } else { 0.0 } }
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pub fn has_water_thrust(&self) -> bool {
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!self.can_fly() // TODO: Differentiate this more carefully
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}
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@ -466,7 +466,9 @@ impl Chaser {
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/*if traversal_cfg.can_fly {
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Some(((tgt - pos) , 1.0))
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} else */
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if !walking_towards_edge || traversal_cfg.can_fly {
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if traversal_cfg.can_fly {
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Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.5), 1.0))
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} else if !walking_towards_edge {
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Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 1.0))
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} else {
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// This is unfortunately where an NPC will stare blankly
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@ -295,10 +295,10 @@ impl Vehicle {
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/// Max speed in block/s
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pub fn get_speed(&self) -> f32 {
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match self.body {
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comp::ship::Body::DefaultAirship => 15.0,
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comp::ship::Body::AirBalloon => 16.0,
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comp::ship::Body::SailBoat => 12.0,
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comp::ship::Body::Galleon => 13.0,
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comp::ship::Body::DefaultAirship => 7.0,
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comp::ship::Body::AirBalloon => 8.0,
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comp::ship::Body::SailBoat => 5.0,
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comp::ship::Body::Galleon => 6.0,
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_ => 10.0,
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}
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}
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@ -95,13 +95,14 @@ fn path_in_site(start: Vec2<i32>, end: Vec2<i32>, site: &site2::Site) -> PathRes
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distance * terrain + building
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};
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astar.poll(
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1000,
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heuristic,
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|&tile| CARDINALS.iter().map(move |c| tile + *c),
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transition,
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|tile| *tile == end || site.tiles.get_known(*tile).is_none(),
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)
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let neighbors = |tile: &Vec2<i32>| {
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let tile = *tile;
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CARDINALS.iter().map(move |c| tile + *c)
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};
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astar.poll(1000, heuristic, neighbors, transition, |tile| {
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*tile == end || site.tiles.get_known(*tile).is_none()
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})
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}
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fn path_between_sites(
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@ -276,7 +277,7 @@ impl Rule for NpcAi {
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fn idle() -> impl Action { just(|ctx| ctx.controller.do_idle()).debug(|| "idle") }
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/// Try to walk toward a 3D position without caring for obstacles.
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fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32, height_offset: f32) -> impl Action {
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const STEP_DIST: f32 = 24.0;
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const WAYPOINT_DIST: f32 = 12.0;
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@ -301,6 +302,7 @@ fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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ctx.world
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.sim()
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.get_surface_alt_approx(wpos.xy().as_())
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.map(|alt| alt + height_offset)
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.unwrap_or(wpos.z),
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)
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});
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@ -315,14 +317,20 @@ fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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/// Try to walk toward a 2D position on the terrain without caring for
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/// obstacles.
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fn goto_2d(wpos2d: Vec2<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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fn goto_2d(
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wpos2d: Vec2<f32>,
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speed_factor: f32,
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goal_dist: f32,
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height_offset: f32,
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) -> impl Action {
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now(move |ctx| {
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let wpos = wpos2d.with_z(ctx.world.sim().get_alt_approx(wpos2d.as_()).unwrap_or(0.0));
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goto(wpos, speed_factor, goal_dist)
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let wpos = wpos2d
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.with_z(ctx.world.sim().get_alt_approx(wpos2d.as_()).unwrap_or(0.0) + height_offset);
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goto(wpos, speed_factor, goal_dist, height_offset)
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})
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}
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fn traverse_points<F>(mut next_point: F, speed_factor: f32) -> impl Action
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fn traverse_points<F>(mut next_point: F, speed_factor: f32, height_offset: f32) -> impl Action
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where
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F: FnMut(&mut NpcCtx) -> Option<Vec2<f32>> + Send + Sync + 'static,
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{
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@ -345,17 +353,26 @@ where
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if let Some(path) = path_site(wpos, site_exit, site, ctx.index) {
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Some(Either::Left(
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seq(path.into_iter().map(|wpos| goto_2d(wpos, 1.0, 8.0))).then(goto_2d(
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site_exit,
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speed_factor,
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8.0,
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)),
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seq(path
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.into_iter()
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.map(move |wpos| goto_2d(wpos, 1.0, 8.0, height_offset)))
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.then(goto_2d(site_exit, speed_factor, 8.0, height_offset)),
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))
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} else {
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Some(Either::Right(goto_2d(site_exit, speed_factor, 8.0)))
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Some(Either::Right(goto_2d(
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site_exit,
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speed_factor,
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8.0,
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height_offset,
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)))
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}
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} else {
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Some(Either::Right(goto_2d(wpos, speed_factor, 8.0)))
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Some(Either::Right(goto_2d(
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wpos,
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speed_factor,
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8.0,
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height_offset,
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)))
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}
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})
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}
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@ -368,7 +385,7 @@ fn travel_to_point(wpos: Vec2<f32>, speed_factor: f32) -> impl Action {
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let diff = wpos - start;
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let n = (diff.magnitude() / WAYPOINT).max(1.0);
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let mut points = (1..n as usize + 1).map(move |i| start + diff * (i as f32 / n));
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traverse_points(move |_| points.next(), speed_factor)
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traverse_points(move |_| points.next(), speed_factor, 0.0)
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})
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.debug(|| "travel to point")
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}
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@ -414,7 +431,7 @@ fn travel_to_site(tgt_site: SiteId, speed_factor: f32) -> impl Action {
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} else {
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None
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}
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}, speed_factor)
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}, speed_factor, 0.0)
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.boxed()
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// For every track in the path we discovered between the sites...
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@ -821,53 +838,9 @@ fn follow(npc: NpcId, distance: f32) -> impl Action {
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}
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*/
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fn chunk_path(
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from: Vec2<i32>,
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to: Vec2<i32>,
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chunk_height: impl Fn(Vec2<i32>) -> Option<i32>,
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) -> Box<dyn Action> {
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let heuristics =
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|(p, _): &(Vec2<i32>, i32), _: &(Vec2<i32>, i32)| p.distance_squared(to) as f32;
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let start = (from, chunk_height(from).unwrap());
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let mut astar = Astar::new(1000, start, BuildHasherDefault::<FxHasher64>::default());
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let path = astar.poll(
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1000,
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heuristics,
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|&(p, _)| {
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NEIGHBORS
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.into_iter()
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.map(move |n| p + n)
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.filter_map(|p| Some((p, chunk_height(p)?)))
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},
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|(p0, h0), (p1, h1)| {
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let diff = (p0 - p1).as_().cpos_to_wpos().with_z((h0 - h1) as f32);
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diff.magnitude_squared()
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},
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|(e, _)| *e == to,
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);
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let path = match path {
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PathResult::Exhausted(p) | PathResult::Path(p) => p,
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_ => return finish().boxed(),
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};
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let len = path.len();
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seq(path
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.into_iter()
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.enumerate()
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.map(move |(i, (chunk_pos, height))| {
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let wpos = TerrainChunkSize::center_wpos(chunk_pos)
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.with_z(height)
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.as_();
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goto(wpos, 1.0, 5.0)
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.debug(move || format!("chunk path {i}/{len} chunk: {chunk_pos}, height: {height}"))
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}))
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.boxed()
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}
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fn pilot() -> impl Action {
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fn pilot(ship: common::comp::ship::Body) -> impl Action {
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// Travel between different towns in a straight line
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now(|ctx| {
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now(move |ctx| {
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let data = &*ctx.state.data();
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let site = data
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.sites
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@ -880,16 +853,9 @@ fn pilot() -> impl Action {
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})
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.choose(&mut ctx.rng);
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if let Some((_id, site)) = site {
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let start_chunk = ctx.npc.wpos.xy().as_().wpos_to_cpos();
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let end_chunk = site.wpos.wpos_to_cpos();
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chunk_path(start_chunk, end_chunk, |chunk| {
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ctx.world
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.sim()
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.get_alt_approx(TerrainChunkSize::center_wpos(chunk))
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.map(|f| (f + 150.0) as i32)
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})
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Either::Right(goto_2d(site.wpos.as_(), 1.0, 20.0, ship.flying_height()))
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} else {
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finish().boxed()
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Either::Left(finish())
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}
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})
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.repeat()
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@ -918,7 +884,7 @@ fn captain() -> impl Action {
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.get_interpolated(wpos, |chunk| chunk.water_alt)
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.unwrap_or(0.0),
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);
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goto(wpos, 0.7, 5.0).boxed()
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goto(wpos, 0.7, 5.0, 0.0).boxed()
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} else {
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idle().boxed()
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}
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@ -990,7 +956,7 @@ fn humanoid() -> impl Action {
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if let Some(vehicle) = ctx.state.data().npcs.vehicles.get(riding.vehicle) {
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match vehicle.body {
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common::comp::ship::Body::DefaultAirship
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| common::comp::ship::Body::AirBalloon => important(pilot()),
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| common::comp::ship::Body::AirBalloon => important(pilot(vehicle.body)),
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common::comp::ship::Body::SailBoat | common::comp::ship::Body::Galleon => {
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important(captain())
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},
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@ -1036,31 +1002,21 @@ fn bird_large() -> impl Action {
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})
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.choose(&mut ctx.rng)
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{
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casual(goto(
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site.wpos.as_::<f32>().with_z(
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ctx.world
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.sim()
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.get_surface_alt_approx(site.wpos)
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.unwrap_or(0.0)
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+ ctx.npc.body.flying_height(),
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),
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casual(goto_2d(
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site.wpos.as_::<f32>(),
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1.0,
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20.0,
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ctx.npc.body.flying_height(),
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))
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} else {
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casual(idle())
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}
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} else if let Some(site) = data.sites.get(home) {
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casual(goto(
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site.wpos.as_::<f32>().with_z(
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ctx.world
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.sim()
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.get_surface_alt_approx(site.wpos)
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.unwrap_or(0.0)
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+ ctx.npc.body.flying_height(),
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),
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casual(goto_2d(
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site.wpos.as_::<f32>(),
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1.0,
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20.0,
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ctx.npc.body.flying_height(),
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))
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} else {
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casual(idle())
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@ -166,12 +166,11 @@ fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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let dist2 = diff.magnitude_squared();
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if dist2 > 0.5f32.powi(2) {
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let mut wpos = vehicle.wpos
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+ (diff
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* (vehicle.get_speed() * speed_factor * ctx.event.dt
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/ dist2.sqrt())
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.min(1.0))
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.with_z(0.0);
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let wpos = vehicle.wpos
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+ (diff
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* (vehicle.get_speed() * speed_factor * ctx.event.dt
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/ dist2.sqrt())
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.min(1.0));
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let is_valid = match vehicle.body {
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common::comp::ship::Body::DefaultAirship
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@ -188,31 +187,6 @@ fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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};
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if is_valid {
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match vehicle.body {
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common::comp::ship::Body::DefaultAirship
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| common::comp::ship::Body::AirBalloon => {
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if let Some(alt) = ctx
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.world
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.sim()
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.get_alt_approx(wpos.xy().as_())
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.filter(|alt| wpos.z < *alt)
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{
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wpos.z = alt;
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}
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},
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common::comp::ship::Body::SailBoat
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| common::comp::ship::Body::Galleon => {
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wpos.z = ctx
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.world
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.sim()
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.get_interpolated(
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wpos.xy().map(|e| e as i32),
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|chunk| chunk.water_alt,
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)
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.unwrap_or(0.0);
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},
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_ => {},
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}
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vehicle.wpos = wpos;
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}
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}
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@ -226,6 +200,12 @@ fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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) => {},
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None => {},
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}
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vehicle.wpos.z = ctx
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.world
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.sim()
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.get_surface_alt_approx(npc.wpos.xy().map(|e| e as i32))
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.unwrap_or(0.0)
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+ vehicle.body.flying_height();
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npc.wpos = vehicle.wpos;
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} else {
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// Vehicle doens't exist anymore
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@ -264,7 +244,6 @@ fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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NpcAction::Attack(_) => {}, // TODO: Implement simulated combat
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}
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}
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// Make sure NPCs remain on the surface
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npc.wpos.z = ctx
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.world
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@ -247,7 +247,7 @@ impl<'a> AgentData<'a> {
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self.vel.0,
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chase_tgt,
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TraversalConfig {
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min_tgt_dist: 1.25,
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min_tgt_dist: self.traversal_config.min_tgt_dist * 1.25,
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..self.traversal_config
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},
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) {
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@ -107,6 +107,10 @@ impl<'a> System<'a> for Sys {
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.unwrap_or(entity);
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let moving_body = read_data.bodies.get(moving_entity);
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let physics_state = read_data
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.physics_states
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.get(moving_entity)
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.unwrap_or(physics_state);
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// Hack, replace with better system when groups are more sophisticated
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// Override alignment if in a group unless entity is owned already
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@ -136,7 +140,10 @@ impl<'a> System<'a> for Sys {
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controller.inputs.look_dir = ori.look_dir();
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}
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let scale = read_data.scales.get(entity).map_or(1.0, |Scale(s)| *s);
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let scale = read_data
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.scales
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.get(moving_entity)
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.map_or(1.0, |Scale(s)| *s);
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let glider_equipped = inventory
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.equipped(EquipSlot::Glider)
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@ -180,7 +187,7 @@ impl<'a> System<'a> for Sys {
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slow_factor,
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on_ground: physics_state.on_ground.is_some(),
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in_liquid: physics_state.in_liquid().is_some(),
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min_tgt_dist: 1.0,
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min_tgt_dist: scale * moving_body.map_or(1.0, |body| body.max_radius()),
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can_climb: moving_body.map_or(false, Body::can_climb),
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can_fly: moving_body.map_or(false, |b| b.fly_thrust().is_some()),
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};
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|
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